HyperCard

From Dead Media Archive
Revision as of 14:42, 5 March 2010 by Harlo (Talk | contribs)

Jump to: navigation, search

Origins

Hyper-reality

We have entered the age of hyper-reality.

Day-to-day living provides only a limited variety of physical stimulus, and little incentive to manipulate the physiological and psychological processing involved. Man’s historical preoccupation with the need to maintain constant images of the physical world, is a product of his extreme orientation toward physical survival in a hostile environment. The current evolving of society of leisure orientations removes this need for constant images ant thereby enhances the opportunities for a more complete use of the sensory apparatus and those related brain functions. Many have turned to drugs or meditation. More specifically it is proposed here, that modern communications technology be employed as a ‘vehicle of departure’ from this need for constant images, to bring about a more complete use of human technology itself. Hyper-reality is the employment of technology other than the biological machinery, when used to affect the performance of the biological machinery beyond its own limitations. This is almost like making adjustments on a television set, except you are what’s plugged in, and the controls are outside your body, being part of whatever technology is interfaced to the body itself. As part of such a man-machine interface you could extend your own mental processes, or if you should choose, you could just diddle with the dials. Hyper-reality is an opportunity to enhance the various qualities of the human experience. Reality is obsolete.

—How Wachspress

In Theodore Holm Nelson’s Dream Machines (an artifact of computing culture that is more of a ‘zine than a book), hypermedia is philologically explained in terms of hyper-reality. The advent of hyper-reality represents a change in the human sense apparatus, challenging the linearity of vision by overlaying another viewing dimension exposing the fractured and interconnected status of all objects. To access this dimension, man needs certain technologies, or rather, man must technologize the body in interfacing with a machine that can parse and assist in the navigation of the new viewing dimension. The underlying data structure that supports hyper-reality and renders it usable is hypertext and hypermedia.

Hypertext and Hypermedia

GOTO and COME FROM

  • Navigation

Failures

  • Philological Failures
  • Economic Failures

Technological Geneology

  • Server Scripting
  • Erector Set Logic
  • Browser metaphors

References

  1. Nelson, Theodore Holm. Computer Lib/Dream Machines. Distributors, 1974.